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Slowing down when chasing an enemy


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Apologies if this topic has been discussed before. Couldn't find anything in search.

 

So many times I find myself in this situation when I play melee: I kill a lot of mobs, one runs away. I use F to chase after it, have Sprint active, and I suddenly slow down. I want to kill this critter, but all the sudden I have a change of heart, slow to a virtual crawl, and cannot close in to melee. Why? 

 

I'd like to disable this "feature," but there's no apparent way. I have to jump/break follow/run ahead and turn back to get in melee range. Why can't I just close in and deliver the kibosh? It's supremely annoying.

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You are not suddenly slowing down when pursuing enemies. You are in combat movement. Combat movement has existed since the game launched to keep players from just jumping into enemy groups they can't handle and then immediately just running back out. To the best of my knowledge, only teleporting does not have that. And that is only because there is no movement between locations when teleporting.

 

(Edit: Flight had it worst of all since you were slowed to less than Hover speed. At least back on Live.)

 

Edited by Rudra
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There is a bit of unfairness in this mechanic, while Rudra is right about the possible exploit, it is an exploit as well when a mob can attack you and move away without it being forced to slow down as the players do, what is the saying//is it good for the goose?

 

Sue

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It has nothing to do with combat movement (Sprint doesn't suppress in combat). The problem is that "Follow" won't close distance beyond a certain point if the target is moving. You need to navigate to the target manually. We really need a "Catch" command.

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3 hours ago, Uun said:

It has nothing to do with combat movement (Sprint doesn't suppress in combat). The problem is that "Follow" won't close distance beyond a certain point if the target is moving.

It also has its dark twin, the 'follow zoom'. I've noticed this most often in the bud-clearing phase of a Hami raid, where you have a melee character, and you put a bud on Follow to close in on it to beat on it. The bud is moving slowly, and even with no movement powers (including Sprint) active, you'll run past the bud, stop, fire off any queued power, then run back past the bud again, stop, fire any queued attack, and repeat ad nauseam. until your target dies or you turn off follow.

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3 hours ago, Uun said:

It has nothing to do with combat movement (Sprint doesn't suppress in combat). The problem is that "Follow" won't close distance beyond a certain point if the target is moving. You need to navigate to the target manually. We really need a "Catch" command.

My mistake. I didn't realize they were using Follow.

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If I try to run back out after closing with a cluster of mobs, bandwidth issues usually keep me in place. Besides, melee attacks from the mobs still resolve even if their animations haven't finished, and they get the benefit of attacking from behind. 

 

Maybe if there was a way to bind "follow + 5 ft"?

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2 hours ago, Book of Og said:

Besides, melee attacks from the mobs still resolve even if their animations haven't finished, and they get the benefit of attacking from behind. 

Once an attack resolves its hit roll, even if the target runs out of range, regardless of if it is a PC attacking a mob or a mob attacking a PC, that hit follows through regardless. (The only time I've seen it stop is when Crey Voltaic Tanks try to Thunder Strike me but I hit them with a KB/KD before the animation lands the strike.)

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4 hours ago, Rudra said:

Once an attack resolves its hit roll, even if the target runs out of range, regardless of if it is a PC attacking a mob or a mob attacking a PC, that hit follows through regardless.

This is one of the reasons why I never understood why Movement Suppression was propagated from PvP to PvE -- jousting has an incredibly minimal effect on PvE, because if you set up to, say, Superspeed past your target, with a melee attack triggering when you get in melee range, then Movement Suppression stopping your Superspeed when you're thirty feet past your target and the attack actually animates, your target and the nearby mobs, because the range and aggro determination is all happening on the server, instantly aggro and get to attack back. There's no 'movement sent to the server and down to your target's client, then they have to react and send their action to the server' delay, which was what made jousting work in PvP. Only if the mob logic directs the freshly-aggro'd mobs to close before attacking will jousting let you get away from some of the return fire from a spawn.

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43 minutes ago, srmalloy said:

This is one of the reasons why I never understood why Movement Suppression was propagated from PvP to PvE -- jousting has an incredibly minimal effect on PvE, because if you set up to, say, Superspeed past your target, with a melee attack triggering when you get in melee range, then Movement Suppression stopping your Superspeed when you're thirty feet past your target and the attack actually animates, your target and the nearby mobs, because the range and aggro determination is all happening on the server, instantly aggro and get to attack back. There's no 'movement sent to the server and down to your target's client, then they have to react and send their action to the server' delay, which was what made jousting work in PvP. Only if the mob logic directs the freshly-aggro'd mobs to close before attacking will jousting let you get away from some of the return fire from a spawn.

Movement suppression has existed since long before PvP was added to CoH. So I'm not sure what you mean by being propagated from PvP to PvE.

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On 7/1/2024 at 9:28 AM, srmalloy said:

It also has its dark twin, the 'follow zoom'. I've noticed this most often in the bud-clearing phase of a Hami raid, where you have a melee character, and you put a bud on Follow to close in on it to beat on it. The bud is moving slowly, and even with no movement powers (including Sprint) active, you'll run past the bud, stop, fire off any queued power, then run back past the bud again, stop, fire any queued attack, and repeat ad nauseam. until your target dies or you turn off follow.

 

AKA jousting. (AKA "Pfft, Protean's easy," or "First hit on a Void.")

 

Also amusing when you have two fliers at some distance from each other and put *both* on follow.

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On 6/30/2024 at 12:36 PM, Book of Og said:

Apologies if this topic has been discussed before. Couldn't find anything in search.

 

So many times I find myself in this situation when I play melee: I kill a lot of mobs, one runs away. I use F to chase after it, have Sprint active, and I suddenly slow down. I want to kill this critter, but all the sudden I have a change of heart, slow to a virtual crawl, and cannot close in to melee. Why? 

 

I'd like to disable this "feature," but there's no apparent way. I have to jump/break follow/run ahead and turn back to get in melee range. Why can't I just close in and deliver the kibosh? It's supremely annoying.

 

Agreed.  It's one of a handful of things about this game that truly annoys me.

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